Case Study · IndieForge
Active — MVP target May 2026
Product ManagementUX Strategy0→1 BuildGaming Industry

Publisher-Grade Analytics
at Indie Prices

How I'm co-founding and leading UX strategy for IndieForge — reframing how indie developers think about their own marketing, and building a platform that serves the game, not the market.

IndieForge
UX Strategist + PM
Co-founders + Dev team
Active · MVP May 2026
Startup / Co-founder
01 — The problem

Indie devs are great at making games.
Marketing them is a different story.

Indie game developers are remarkably good at making games. They are, almost universally, uncomfortable with marketing them.

This isn't a skills gap. It's an identity gap. The tools that exist for game marketing were built for marketers — people who think in campaigns, funnels, and conversion rates. Indie devs think in systems, player experience, and craft. The language doesn't translate. The workflows feel foreign.

Most indie studios either ignore marketing until it's too late, or hand it off to someone else and lose the authentic voice that made their game worth playing in the first place.

The opportunity

The data exists — it's scattered across Steam, review platforms, social signals, and third-party tools. IndieForge pulls it together into a focused dashboard built for the solo dev or small studio. Not by teaching devs to think like marketers — but by building a platform that thinks like a dev.

02 — The strategy

From 80+ features to 2 that matter

Discovery generated a backlog of over 80 potential features. The first major strategic decision wasn't what to build — it was how to decide. I ran a priority matrix across the full feature set, evaluating each against user impact, technical feasibility, and MVP scope.

The result: two core feature areas anchored the MVP. Everything else was categorized as post-launch, deprioritized, or cut entirely. This wasn't just scope management — it was the decision that made the product coherent.

03 — The insight

The reframe that changed everything

We went into early research with a reasonable hypothesis: indie devs struggle with marketing because the tools are too complex and the learning curve too steep. Simplify the tools, solve the problem.

That hypothesis was wrong — or at least, incomplete.

Through informal user research and stakeholder interviews, a different pattern emerged. The friction wasn't primarily about tooling. It was about identity. Indie devs weren't avoiding marketing because they couldn't figure out the software. They were avoiding it because engaging with it felt like becoming someone they didn't want to be.

Research reframe

Indie developers have emotional resistance to marketing as an identity — not just as a tooling problem. This distinction matters because no amount of UI simplification solves the core issue. If the platform feels like a marketing tool, it will trigger the same resistance, even if it's beautifully designed.

This reframe changed our design direction entirely. IndieForge doesn't need to convince developers to start doing something new — it needs to reframe what they're already doing and give it structure and visibility.

Design principle
"IndieForge should feel like it serves the game, not the market."

Every subsequent design decision — information architecture, interaction patterns, copy, feature prioritization — gets pressure-tested against this principle. If a feature makes the dev feel like they're doing marketing, it's wrong, even if it's technically correct.

04 — The sprint

Two weeks, one reframe, three artifacts

With the insight established, we moved into a two-week design sprint focused on user flows and core interaction patterns. I ran the full sprint — facilitating the workshops, synthesizing outputs, and keeping the cross-functional team aligned across design, engineering, and product strategy.

How the sprint was structured

The sprint opened with a user flow workshop — a facilitated session mapping the full journey from first login through a first successful campaign artifact. Midpoint check-ins with our CEO Evan and engineer Steven kept design and engineering in sync. A progress memo at the midpoint surfaced blockers and documented decisions in real time. The sprint closed with a formal close-out report: what we validated, what changed, and what the next sprint must address.

The sprint produced three artifacts that now live as the design foundation for the product:

User flow workshop agenda
Sprint artifact
User flow workshop agenda

Facilitated session structure for mapping the full dev journey from first login through first campaign artifact.

Sprint close-out report
Sprint artifact
Sprint close-out report

Documents what was validated, what changed, and what the next sprint must address. A living record of design evolution.

Midpoint progress memo
Sprint artifact
Midpoint progress memo

Surfaced blockers, open questions, and decisions made — keeping async collaboration on track between sprint cycles.

The sprint also validated the core user flow for the Pre-Launch epic — the first of three product phases (Pre-Launch, Post-Launch, Growth and Scaling) that structure the IndieForge roadmap.

05 — Design decisions

Three decisions worth explaining

Each of these decisions traces directly back to the design principle. They're small calls with large downstream effects.

The dashboard doesn't lead with metrics

Most marketing platforms open on performance data — impressions, reach, conversion. IndieForge opens on the game. The game's identity, its upcoming milestones, its story. Metrics exist, but they're not the hero. The platform orients around the game, not the campaign.

Dashboard screen
Dashboard — game-first hierarchy, metrics secondary
Onboarding asks about the game, not the goals

Standard SaaS onboarding asks "what are you trying to achieve?" IndieForge asks "tell us about your game." The goal-setting comes later, framed as serving the game's needs rather than the dev's marketing targets. The language difference is small. The psychological difference is significant.

Onboarding screen
Onboarding — the first question is about the game, not the goal
AI assistance is invisible until it's useful

IndieForge is an AI-assisted platform — but the AI is never foregrounded as a feature. It surfaces when it has something genuinely useful to contribute: a suggested press angle based on the game's genre, a timing recommendation based on the dev's stated capacity. It doesn't ask the dev to prompt it. It watches and offers. This keeps the experience feeling like a collaborator, not a tool.

06 — AI in my process

How AI fits this work

AI-assisted design workflow

IndieForge is an AI-assisted product — which means I'm not just a designer who uses AI tools, I'm a designer who has thought carefully about what AI should and shouldn't do in a product experience. That shapes how I use it in my own process too.

During sprint cycles, I use Claude and Cursor to prototype interaction concepts directly in code before moving to high-fidelity Figma. This isn't about skipping design — it's about testing the logic of an experience at low cost before investing in the visual layer. It surfaces edge cases and flow problems that wireframes miss.

For research synthesis, I use AI to help compress interview notes and surface pattern candidates — but the reframes that actually matter come from sitting with the tension in what people said. The insight that indie devs have emotional resistance to marketing as an identity didn't come from a summary. It came from noticing what people apologized for.

The principle we landed on — "IndieForge should feel like it serves the game, not the market" — is a human judgment. AI helped me get to the conversation faster. It didn't tell me what the conversation meant.

07 — My role

Co-founder, UX Strategist, Product Manager

I own the full design lifecycle — from research and information architecture through interaction design, sprint facilitation, and roadmap prioritization. This is not a client engagement. It is a product I am building, which means every design decision has to survive contact with real users, real technical constraints, and real business tradeoffs.

Roadmap

Defining and sequencing features based on user research, technical constraints, and business goals

Sprint Planning

Facilitating two-week sprints with clear goals, acceptance criteria, and retrospectives

User Research

Conducting interviews with indie developers to validate assumptions and surface real pain points

Stakeholder Comms

Keeping co-founders aligned on progress, blockers, and pivots

Documentation

Writing specs, user stories, and decision logs to keep the team moving asynchronously

08 — The product

What IndieForge does

IndieForge is a marketing intelligence dashboard purpose-built for indie game developers. The core MVP feature set — distilled from 80+ discovery ideas:

📊

Market position tracking

Monitor where indie titles sit in the Steam market relative to competitors in the same genre and price range

🎯

Audience intelligence

Understand who's actually buying similar games — demographics, platforms, play patterns

📈

Review sentiment analysis

Surface trends in player feedback to identify what resonates and what's a dealbreaker

💡

Wishlist and launch analytics

Pre-launch signals and post-launch data in one view, designed for solo devs and small teams

09 — Sprint timeline

Road to MVP

Sprint 1
Mar 2–13, 2026 · Complete

Discovery & Scoping

Priority matrix reduced 80+ features to MVP core. Design system Ions layer established. HMW workshops completed.

Sprint 2
Mar 14–Apr 4, 2026 · Complete

User Flow Design

Onboarding and core flows workshopped. Emotional resistance reframe surfaced. Design principle established.

Sprint 3
Apr 7–18, 2026

Design & Prototype

First testable dashboard version. Feedback loops with target users against finalized flows.

Sprint 4+
Apr 21–May 15, 2026

Build & Launch

MVP handoff and launch. Target: May 15, 2026.

2

Sprints complete — foundation validated

4+

Planned sprint cycles to MVP

May

MVP target launch date

10 — Where things stand

Active, in sprint

Sprint 3 — Design and prototype

Sprints 1 and 2 closed with a validated foundation: design principle established, emotional resistance reframe confirmed, core user flows for the Pre-Launch epic documented. Sprint 3 moves into the first testable dashboard version with target user feedback loops.

Full case study results, flow diagrams, and launch analytics will be added post-MVP · May 2026

11 — Reflection

What 0→1 teaches you

The most important discovery wasn't a feature — it was realizing that the product's biggest barrier was emotional, not functional. That reframe changed everything.
— On building IndieForge from zero

IndieForge is the project where every discipline I've built — research, strategy, design systems, stakeholder management, sprint facilitation — has to work together at once. There's no one to escalate to. The product direction decisions, the research synthesis, the team alignment — they're all mine to own.

Knowing what not to build is often harder than knowing what to build. This is the project where I learned that most concretely.

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